Refactor Game Modes (#5857)
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using System;
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using System.Threading;
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using Content.Server.Chat.Managers;
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using Robust.Server.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Timer = Robust.Shared.Timing.Timer;
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namespace Content.Server.GameTicking.Rules;
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public class InactivityTimeRestartRuleSystem : GameRuleSystem
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{
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[Dependency] private readonly IChatManager _chatManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override string Prototype => "InactivityTimeRestart";
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private CancellationTokenSource _timerCancel = new();
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public TimeSpan InactivityMaxTime { get; set; } = TimeSpan.FromMinutes(10);
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public TimeSpan RoundEndDelay { get; set; } = TimeSpan.FromSeconds(10);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GameRunLevelChangedEvent>(RunLevelChanged);
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}
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public override void Added()
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{
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_playerManager.PlayerStatusChanged += PlayerStatusChanged;
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}
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public override void Removed()
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{
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_playerManager.PlayerStatusChanged -= PlayerStatusChanged;
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StopTimer();
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}
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public void RestartTimer()
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{
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_timerCancel.Cancel();
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_timerCancel = new CancellationTokenSource();
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Timer.Spawn(InactivityMaxTime, TimerFired, _timerCancel.Token);
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}
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public void StopTimer()
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{
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_timerCancel.Cancel();
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}
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private void TimerFired()
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{
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GameTicker.EndRound(Loc.GetString("rule-time-has-run-out"));
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_chatManager.DispatchServerAnnouncement(Loc.GetString("rule-restarting-in-seconds", ("seconds",(int) RoundEndDelay.TotalSeconds)));
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Timer.Spawn(RoundEndDelay, () => GameTicker.RestartRound());
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}
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private void RunLevelChanged(GameRunLevelChangedEvent args)
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{
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if (!Enabled)
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return;
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switch (args.New)
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{
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case GameRunLevel.InRound:
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RestartTimer();
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break;
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case GameRunLevel.PreRoundLobby:
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case GameRunLevel.PostRound:
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StopTimer();
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break;
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}
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}
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private void PlayerStatusChanged(object? sender, SessionStatusEventArgs e)
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{
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if (GameTicker.RunLevel != GameRunLevel.InRound)
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{
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return;
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}
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if (_playerManager.PlayerCount == 0)
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{
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RestartTimer();
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}
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else
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{
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StopTimer();
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}
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}
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}
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